Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
Work is re-shifting back to the Hypercorps which is dangerously close to being finished structure wise (minus any pending mini-dumps lol!)
Here is what I need to do:
New ability for Dlhy Dosah (LRM) - Might still use something like cluster warheads but would rather have something unique.
New ability for Tazkych (Heavy) - Don't want Intercept. It could be a psionic addon or a nanite type addon. At one time I envisioned an ability that allowed the cruiser to build in damage output the longer it engaged a single target.
A working super weapon that does something
Psiops starbase upgrades and abilities: Remote Viewing, Teleportation Network, Mind Link, Antipathy
I also need to go through all the models and ensure they are properly hardpointed.
Finally Clean up some string entries and images and then should be ready for some rebalancing.
Rebalancing will most likely involve changing weapon types as well as all stats for frigates, cruisers and capital ships.
The plague have been hit with a nerf hammer when I get around to the next release. Frigates and cruisers starting DPS and various other stats will be much lower making the growth and spawn research more important. Weapon cooldown research upgrades have also been reduced a lot. They'll still be strong with higher research levels but not quite so over the top...
I also have some new voices for the Plague. Some are pretty crappy and might not make the cut, but a few might filter to the top... or I'll just put back in the demonic vasari voices
Great Mod Love your work, but since downloading the new version i've had a number of mini-dumps and freezes just wondering if you have any ideas what i should remove or anything you can suggest to help would be great. Thanks for all your hard work!
Are you activating everything? You will hit several hard coded limits if you are. This is a plug-n-play setup meaning only activate what you want to use to keep memory limits low as well as allowing me to create more content than what was previously allowed.
I'd also avoid some of the less complete races like Archailect and Alliance. This is a test version and these are incomplete and most likely buggy... There may be an issue with Hypercorps but I haven't run into a dump in a while using them so it may have been something else I fixed previously.
Generally speaking if you load more than two custom races I would make sure Effects settings are at High/Medium/Low. If you only load two custom races you might be able to get away with Highest/High/Low (No real reason to set bump above Low).
is there a way to add all the addons together instead of choosing one
Addons are fine... Add all three. You just can't add more than one planet package because of how the Galaxy Scenario Def works.
Hey Zombie,
Just a quick question. Me and a friend is playing your mod in Multiplayer to great satisfaction but for the purpose of human to human multiplayer the 80% penalty on populations incurred when playing Rogue is a bit rough
I am not asking you to change it as much as maybe asking if you could direct me to where it is in the files so I can remove it on a game-to-game basis? I have been unable to find the place where I can adjust that.
Any help would be most welcome
And again, the mod is phenomenal, the Plague really is well, a plague!
Sure, look for the file BuffRogueCapitalColonizeSelf.entity.
The easiest way to mod this would be to change the numEntityModifiers from 1 to 0 and remove the entitModifier listed below.
Now... on to the more curious questions because I had thought about removing most of the home planet population income too (excluding home planet bonus) because no one likes rogues in their system. This would cut their home planet income a lot if I did this!
Do you research the Extortion Techs? The top too cyber hacking research lines are pretty powerful once empires start buying and selling on the black market and setting up trade ports.
The bottom two techs in extortion make ships and structures cost less credits and improve your black market discount.
Also, nearly all the pirate ships have abilities that earn credits too, though they are a bit weak without shields.
There's also the Mercenary Pact in Intimidation that gives additional fleet supply with no overhead.
Any other suggestions you can think of but still keep the Rogues semi unique?
Starting the Rogues with a Pirate Hideout with population might be an option.
Adding population upgrades to the Pirate Hideout in general is another option too (still have 1 free slot). Basically I don't want planet populations to be a significant source of income but want them to be competitive.
I'm uploading a new version to R5 currently. This version has several new enhancements.
SotF Race Hypercorp R5
SotF Race Plague R5
SotF Militia [Name] (NEW)
Allows SotF races to be used as militia (Tech is the default militia, hence no militia addon).
SotF Militia AdventSotF Militia ColonialSotF Militia HypercorpSotF Militia NephilimSotF Militia PlagueSotF Militia RogueSotF Militia Vasari
SotF Core
SotF Core Flagship (NEW) (Optional mod, Requires SotF Core)
Here's an example activation with the Militia and Flagship addons...
TXTVersion 0enabledModNameCount 10enabledModName "SotF Militia Advent R5"enabledModName "SotF Race Advent R5"enabledModName "SotF Race Hypercorp R5"enabledModName "SotF Race Nephilim R5"enabledModName "SotF Race Plague R5"enabledModName "SotF Race Rogue R5"enabledModName "SotF Race Tec R5"enabledModName "SotF Race Vasari R5"enabledModName "SotF Core Flagship R5"enabledModName "SotF Core R5"
Great work. I'll have to try it out. any changes to the galaxyScenario file? or do you know how to edit it?
Yes, I do know how to edit it. The issue stems more from the fact my GalaxyScenarioDef file is generated for the planet packages.
For example, my script that generates the planet package for Sol takes the textures as input and generates the necessary mod files. These entries below create 150 entries to the GSD, Generates 43 meshes, and creates 16 entities. I also have a set of templates that get generated (21 in all) to create the brushes for the hudicons, infocards, mainview, and pictures. As well as the necessary String entries to give the planets unique names if I want.
The script as it stands now makes it extremely easy to add new planets to SotF but currently requires a bit of Categorization similar to the way Sins classifies it's planets. I am missing a planetType entry for the custom planets which I'll modify the script for and release a new planet package only zip. This will get one step closer, though for BSG specifically I'll write a planet package that allows SPECIFIC planets to be referenced in the GSD.
Textures:
Sol_Planet_Desert01-cl.DDSSol_Planet_Dust_Mars-cl.DDSSol_Planet_Gas_Jupiter1-cl.DDSSol_Planet_Gas_Jupiter2-cl.DDSSol_Planet_Gas_Neptune-cl.DDSSol_Planet_Gas_Saturn-cl.DDSSol_Planet_Gas_Uranus-cl.DDSSol_Planet_Ice01-cl.DDSSol_Planet_Ice02-cl.DDSSol_Planet_Metal_Mercury-cl.DDSSol_Planet_Pellucid_Pluto-cl.DDSSol_Planet_Primordial_Venus-cl.DDSSol_Planet_Terran_Earth-cl.DDSSol_Planet_Terran_Earth-da.DDSSol_Planet_Terran_Earth02-cl.DDSSol_Planet_Terran_Earth02-da.DDSSol_Planet_Terran_Earth03-cl.DDSSol_Planet_Terran01-cl.DDS
String entries
Entity||Race||ID|Name|DescriptionPlanetType|Sol|Dust|Mars|Dust Planet|PlanetType|Sol|Gas|Jupiter_Giant|Gas Giant|PlanetType|Sol|Gas|Saturn_Giant|Gas Giant|PlanetType|Sol|Gas|Uranus_Giant|Gas Giant|PlanetType|Sol|Gas|Neptune_Giant|Gas Giant|PlanetType|Sol|Metal|Mercury|Metal Planet|PlanetType|Sol|Pellucid|Pluto|Pellucid Planet|PlanetType|Sol|Primordial|Venus|Primordial Planet|PlanetType|Sol|Terran|Earth|Terran Earth|PlanetType|Sol|Terran|Earth_Dwarf|Terran Dwarf|PlanetType|Sol|Terran|Earth_Moon|Terran Earth Moon|PlanetType|Sol|Terran|Earth_Giant|Terran Giant|PlanetType|Sol||Terran|Terran Planet|PlanetType|Sol|Terran|Moon|Terran Moon|PlanetType|Sol|Terran|Dwarf|Terran Dwarf|PlanetType|Sol|Terran|Giant|Terran Giant|PlanetType|Sol||Desert|Desert Planet|PlanetType|Sol||Ice|Ice Planet|PlanetType|Sol|Dust|Mars_Moon|Dust Moon|PlanetType|Sol|Metal|Mercury_Moon|Metal Moon|PlanetType|Sol|Pellucid|Pluto_Moon|Pellucid Moon|PlanetType|Sol|Primordial|Venus_Moon|Primordial Moon|PlanetType|Sol|Desert|Moon|Desert Moon|PlanetType|Sol|Ice|Moon|Ice Moon|PlanetType|Sol|Dust|Mars_Dwarf|Dust Dwarf|PlanetType|Sol|Metal|Mercury_Dwarf|Metal Dwarf|PlanetType|Sol|Pellucid|Pluto_Dwarf|Pellucid Dwarf|PlanetType|Sol|Primordial|Venus_Dwarf|Primordial Dwarf|PlanetType|Sol|Desert|Dwarf|Desert Dwarf|PlanetType|Sol|Ice|Dwarf|Ice Dwarf|PlanetType|Sol|Dust|Mars_Giant|Dust Giant|PlanetType|Sol|Metal|Mercury_Giant|Metal Giant|PlanetType|Sol|Pellucid|Pluto_Giant|Pellucid Giant|PlanetType|Sol|Primordial|Venus_Giant|Primordial Giant|PlanetType|Sol|Desert|Giant|Desert Giant|PlanetType|Sol|Ice|Giant|Ice Giant|
Ok... made some tweaks to my GSD generator. I now have entries that should be open to galaxy maps now.
For example:
planetType designName "SinsPlusRelicGiant" designStringId "IDS_GALAXYSCENARIOTYPEPLANETSINSPLUSRELICGIANT" orbitBodyTypeCount 1 orbitBodyType "SinsPlusRelicGiant"
http://dl.dropbox.com/u/5790092/Temp/SotF%20R5.1a.7z
Try loading this patch on top of the SotF R5.1 files and let me know how it goes.
Thanks Z. I'll download the new version and mess with tomorrow nite. I'll let you know how it goes.
p.s. been playing on a random huge map as the colonials. one of my enemy's was the hypercorps good running battles with them.
Cool Zombie, you added the Flagship addon finally.
Hey zombie, back to test excessively, minus 1 appendix alrighty excited to see the new progress on hypercorp and this colonial race. What is the flagship addon?
@EternalRequiem - Yep, finally! Figured out a way to add it for all races without requiring a lot of extra work.
@Doshka19 - The Flagship addon is based off a mini-mod I did around this time last year. Basically you start the game with a souped-up randomly selected capital ship. These capital ships level up at twice the rate of normal capital ships meaning more hull, DPS, etc and also have each target per bank set to 4 meaning som capital ships can target up to 16 units like a starbase.
Starbases from the artifact mod haven't been attacking enemy ships when I capture them, but enemy artifact starbases will shoot at my ships.
Are you planning to try and differentiate the Hypercorp anymore than the TEC? Either through merged ship/structure role types or different weapon damage used? I know doing the tech would be that much harder with so many races and mods burned up.
Sounds like a weapon point issue. The artifact and moons are in various states of development. Generally this means the game is confused because the mesh doesn't have weapon points which is probably the case because I was just POC out that part.
Other than some pictures and the diplomacy tree they are very much different from Tec now.
But... the game places very hard limitations on ship/structure roles and makes it a foreseeable minidump if you deviate too much. I tried having a combo Extractor/Refinery which almost worked but failed because of engine limitations.
Technically structures can't have dual roles per say either so that's out the door.
Also the diplomacy tree is tough to mod too but I do plan to get at a minimum a custom envoy and envoy abilities for each race. From there I hope to redo the pact system some to give each race a unique final pact but that's a low priority.
download the new version and the update works fine with Galaxy forge now. Thanks Z. As far as the new version of Sin's of the Fallen. Only the Advent, Colonials and Hypercorps are showing up to be selected as Militia? Awesome work Z.
For my side project, I plan on making them the resource producer/whore of all the races. I was thinking of trying out a refinery/trade port structure (along with the relevant resources perks). I'm not sure if it's possible, but I'd love to see if I can make it work.
Thanks for the answer on how to bypass the limitation much
After trying a few games I think Rogue is very good as niche faction. I do however not think it would be a good idea to also cripple the home planet as well. It seems arbitrary. They still need to get a chance to stand on their legs sort to speak.
I do have one issue that keeps destroying any games my buddies and me play in regards to this race specifically.
For whatever reason I get MAJOR issues with the Rogue cap ships late game. The issue is that they get mega buggy pathing issues. The support caps refuse to use the shield restore, refuse to move with the fleet, drops out of fleet randomly to hover way behind and when you manually pick them and order them to move to a point the pathing green line to indicate movement spazz out and keep reverting to the buggy path/behaviour.
The result is a devastating one. The fleet fails to perform and youre forced to use frigates and cruisers or loose the cap fleet as it will not opperate. The issue does not seem so far at least to affect the rest of the cap ships, just the shield restore cap ship.
This bug is reproducible 100% of the time for me. Every time it will do the same thing late game.
Rest of our gaming seems to be stellar and despite this setback this remains my favorite mod to date. Although the nerfing of Plague is properly a good idea I liked the idea they were better than the rest of the races which in turn gave them fear factor and villain status to play against
Thank you for a very good mod.
The militia modifications require the associated custom race to be activated in the mod stack as well. For example if I want Colonial Militia (very hard to defeat), you'll need to also load the SotF Race Colonial R5. This is because the mesh and textures are in the Race mod and only referenced in the militia mod.
Only one militia modification should be loaded at a time as it replaces the units on all neutral planets with the selected militia.
It's not possible. The Trade port and Refinery are different planet module entity types. I've though about leveraging an always Active Resource Focus to simulate something like this.
There are many great features available to you once you register, including:
Sign in or Create Account